# Terrain Diffusion (NeoForge port, unofficial mirror)
**This is an unofficial mirror/repost of Terrain Diffusion, redistributed
under the MIT license with full credit to the original author.**
- Original mod & source: https://github.com/xandergos/terrain-diffusion-mc
- Original author: xandergos
- Also available officially on Modrinth: https://modrinth.com/mod/terrain-diffusion
- This build: NeoForge 1.21.1, from the official multiloader preview release
(v2.3.0-preview)
I am not the original author. I'm mirroring this build here for convenience
within [Miulayn]. If the original author would
prefer this listing be removed or handled differently, please reach out.
## What it does
Terrain Diffusion replaces vanilla world generation with AI-generated terrain,
using a diffusion model (the research behind it was accepted to SIGGRAPH 2026)
to produce realistic large-scale landscapes — real mountain ranges, valleys,
and varied climates instead of standard noise-based terrain.
## Important technical notes (please read before reporting an issue)
- **Downloads ~2.5GB of model data** from Hugging Face on first launch
(requires internet connection once)
- **Uses a native inference library** (ONNX Runtime) for GPU acceleration —
this build uses DirectML (Windows, any modern GPU, no extra setup needed)
- Needs roughly **1.5GB VRAM** and **2.5GB RAM** free
- Includes a local web UI for exploring generated terrain (`/td-explore`
command, opens on localhost:19801) — this is a local-only debugging tool,
it does not expose anything to the internet
## Usage
1. Launch the game online once so the mod can download its models
2. Create a new world, select the **Terrain Diffusion** world type
3. Click **Customize** to set `World Scale` (1–6; 2 is a good default)
4. Use `/td-explore` to scout terrain before venturing out
## License
MIT License. Copyright (c) xandergos and contributors.
See https://github.com/xandergos/terrain-diffusion-mc/blob/master/LICENSE.txt
for full text.

